Spells That Are Fucking Metal: Mind's Mirrors

Inspired by Meshuggah, who have some of the best song titles for making spells out of. 

Mind’s Mirrors

No./Area Effected: All sentient creatures within line of sight
Duration: 10 mins/caster level

All thought travels the astral plane, to which every sentient creature is attached, although most are unaware of it. Thoughts, like souls, are bound by silver to their owners. A mirrored and unbreakable shell protects the mind from all but the most powerful forces- but there is one which feeds on them and steals them away. Its name is unknown, but it listens for opportunities and when it is called it comes to feed. This creature can bore through the shell with its claws, or tentacles, or proboscis, and take what is inside. During this process, thoughts are bound to escape, for it cannot catch them all. These thoughts pass through one another, mixing and losing their way, and sometimes resting in another mind.

Mind’s Mirrors summons these creatures to feed, causing the thoughts of all sentient creatures within the caster’s sight to move beyond their own minds. Under normal circumstances, the creatures have no ability to interact physically or desire to do so, but if necessary then they have the stats of a randomly selected creature from a bestiary of the Ref's choice.

Every creature affected must make a save vs magic. Those that succeed may choose either to keep their thoughts contained or to know the thoughts of others, but not both. NPCs who make a successful save may not necessarily know they were even targeted by the spell. The thoughts available to the caster and affected subjects are determined by the Ref. Useful information may include rumor tables, secrets, crimes, or even spells (although they will not be thorough enough to learn or memorize immediately) should certainly be included, but there will be a large amount of useless information and mental white noise as well.


Miscast Table

1
Spell fails. All the subjects are linked together into a hivemind with limited magical powers. Roll 1 spell that all of them know, which will be triggered at random intervals by one of the drones. They are otherwise walking vegetables.
2
Spell fails. The caster’s magical knowledge is replaced by that of the creature. They lose knowledge of 1d3 spells and an equal amount of spell slots, which are replaced by psionic powers. If your game system doesn’t have them, make them up.
3
Spell fails. The subjects’ consciousnesses, including the caster’s, are all removed and sent through the nearest reflective receptacle capable of containing them, such as a mirror or still lake. This may cause them to be trapped or transported to another realm, such as the Red and Pleasant Land. Regardless, a single consciousness can return by possessing a body that touches their receptacle, forcing a save vs magic+ the consciousness’s level.
4
As normal, but the caster absorbs the wants and desires of others in the area, gaining strong compulsions, the details of which are determined by the Ref.
5
As normal, but one randomly determined consciousness within the mass copies itself into all the subjects’ minds when the spell ends. This includes all Specialist and Magic-User class levels and abilities, if applicable.
6
As normal, but the caster loses themselves within the mental coagula and enters a coma for 1d20-CL days.
7+
As standard Miscast Table result.

Comments

Popular Posts

The faded luster of Mork Borg: Reflections on game aesthetics and tone (w/ bonus Goblin Golem!)

XENO Minimalist Sci-Fi Horror RPG Review (w/ bonus Xeno mission objectives!)

Vermis: Lost Dungeons and Forbidden Woods RPG artbook review (w/ bonus Goblin Knight stats!)

Running Vermis; or "oracular meta-fiction as roleplaying setting"

3 Vermis Session Reports In Brief, with notes on running in different systems

The LotFP d6 Skill System

Mork Borg Session: Rotblack Sludge

Vermis 2: Mist & Mirrors Review (w/ bonus Scooby Doo Hallway portals!)

Alp-luachra, the Joint-Eater

Green Knight RPG Review